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Artificer 5 Tedthebear7

CLASS & LEVEL PLAYER NAME


Dirk
Warforged Clan Crafter (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
• +6 Constitution +2 21 43 --
-1 • +7 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
8
-1 Charisma
Total 5d8 SUCCESSES
Saving Throw Modifiers
Resistances - Poison
DEXTERITY
Advantage against Immunities - Disease FAILURES

+2 being poisoned DEFENSES HIT DICE DEATH SAVES

14 SAVING THROWS INSPIRATION


=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION +2 Acrobatics DEX Shields
+3 PROFICIENCY BONUS
+3 +1

+4
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Firearms, Simple Weapons

16 -1 Athletics STR === TOOLS ===


ABILITY SAVE DC Alchemist's Supplies, Jeweler's Tools,
-1 Deception CHA
Mason's Tools, Smith's Tools, Thieves' Tools,
P +7 History INT Tinker's Tools
INTELLIGENCE
P +4 Insight WIS
30 ft. (Walking) === LANGUAGES ===
+4 -1 Intimidation CHA
Common, Dwarvish, Gnomish
P +7 Investigation INT
18 +1 Medicine WIS SPEED

+4 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +4 Perception WIS


-1 Performance CHA === ACTIONS === Guardian Armor: Defensive Field • 3 / Long Rest
+1 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
As a bonus action, you can gain 5 temporary hit
points, replacing any temporary hit points you already
Help, Hide, Ready, Search, Use an Object, have.
+4 Religion INT
12 Opportunity Attack, Grapple, Shove, Improvise,
P +5 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object
=== SPECIAL ===
+2 Stealth DEX Magical Tinkering • 4 / Other Infuse Item • 2 / Other
CHARISMA Imbue a Tiny nonmagical object with a magical Whenever you finish a long rest, you can touch up
+1 Survival WIS
property of your choice: 5ft. radius light, up to 6 to 2 nonmagical objects, imbuing each of them with
one of your artificer infusions, turning it into a magic
-1 second long recorded message, emits odor or
nonverbal sound, static visual effect including up to 25
words of text. You can affect a maximum of 4 objects
item. You can attune yourself to the item the instant
you infuse it, or you can forgo attunement so that
at a time. someone else can attune to the item.
8
=== BONUS ACTIONS === Your infusion remains in an item indefinitely, but when
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

14 PASSIVE WISDOM (PERCEPTION)


Crossbow, Light +5 1d8+2 Piercing Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)

Mace +2 1d6-1 Bludgeoning Simple


14 PASSIVE WISDOM (INSIGHT)

Quarterstaff +2 1d6-1 Bludgeoning Simple, Versatile


17 PASSIVE INTELLIGENCE (INVESTIGATION)
Unarmed Strike +2 0 Bludgeoning

Guardian Armor: Thunder Gauntlets +7 1d8+4 Thunder

Guardian Armor: Thunder Gauntlets (STR) +2 1d8-1 Thunder

SENSES WEAPON ATTACKS & CANTRIPS

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Artificer 5 Tedthebear7
CLASS & LEVEL PLAYER NAME
Dirk
Warforged Clan Crafter (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ARTIFICER FEATURES === rapidly create magic items. Each infusion tells you the
type of item that can receive it and if the resulting * Armor Model • TCoE 16
* Hit Points • TCoE 10 magic item requires attunement. You can customize your Arcane Armor. When you do
Some infusions specify a minimum artificer level, and so, choose one of the following armor models:
* Proficiencies • TCoE 10 unless an infusion’s description says otherwise, you Guardian or Infiltrator.
can’t learn it more than once.
* Magical Tinkering • TCoE 11 | Guardian • TCoE
Imbue a Tiny nonmagical object with a magical * Artificer Specialist • TCoE 13 You design your armor to be in the front line of conflict.
property of your choice: 5ft. radius light, up to 6 second The type of specialist are:
long recorded message, emits odor or nonverbal | Guardian Armor: Thunder Gauntlets: 1 Action
sound, static visual effect including up to 25 words of | Armorer
text. You can affect a maximum of 4 objects at a time. | Guardian Armor: Defensive Field: 3 / Long Rest •
* The Right Tool for the Job • TCoE 13 1 Bonus Action
| 4 / Other • 1 Action With thieves’ tools or artisan’s tools in hand, you can
magically create one set of artisan’s tools in an | Guardian Armor: Thunder Gauntlets (STR): 1
* Spellcasting • TCoE 11 unoccupied space within 5 feet of you. This creation Action
You can cast prepared artificer spells using INT as requires 1 hour of uninterrupted work, which can
your spellcasting modifier (Spell DC 15, Spell Attack coincide with a short or long rest. Though the product * Ability Score Improvement • TCoE 13
+7) and prepared artificer spells as rituals if they have of magic, the tools are nonmagical, and they vanish
the ritual tag. You must have a spellcasting focus — when you use this feature again. * Extra Attack • TCoE 16
specifically thieves’ tools or some kind of artisan’s tool You can attack twice, rather than once, whenever you
— in hand when you cast any spell with this feature. | 1 Hour take the Attack action on your turn.

* Infuse Item • TCoE 12 * Tools of the Trade • TCoE 15


Whenever you finish a long rest, you can touch up to 2 You gain proficiency with heavy armor. You also gain === WARFORGED RACIAL TRAITS ===
nonmagical objects, imbuing each of them with one of proficiency with smith's tools. If you already have this
your artificer infusions, turning it into a magic item. You tool proficiency, you gain proficiency with one other * Constructed Resilience • ERftLW 36
can attune yourself to the item the instant you infuse it, type of artisan’s tools of your choice. You have advantage on saving throws against being
or you can forgo attunement so that someone else can poisoned, and you have resistance to poison damage.
attune to the item. * Armorer Spells • TCoE 15 You don’t need to eat, drink, or breathe. You are
You always have certain spells prepared after you immune to disease. You don’t need to sleep, and
Your infusion remains in an item indefinitely, but when reach particular levels in this class, as shown in the magic can’t put you to sleep.
you die, the infusion vanishes after 4 days. The Armorer Spells table.
infusion also vanishes if you give up your knowledge of * Sentry’s Rest • ERftLW 36
the infusion or you exceed your maximum number of * Arcane Armor • TCoE 15 When you take a long rest, you must spend at least six
infusions. Your metallurgical pursuits have led to you making hours in an inactive, motionless state, rather than
armor a conduit for your magic. As an action, you can sleeping. In this state, you appear inert, but it doesn’t
| 2 / Other • Special turn a suit of armor you are wearing into Arcane render you unconscious, and you can see and hear as
Armor, provided you have smith’s tools in hand. normal.
* Artificer Infusions • TCoE 12
You have invented numerous magical infusions that | Arcane Armor - Create Armor: 1 Action * Integrated Protection • ERftLW 36

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Shield 1 6 lb. Torch 10 10 lb.

Breastplate 1 20 lb. Tinderbox 1 1 lb.

SP 0 Half Plate 1 40 lb. Waterskin 1 5 lb.

Mace 1 4 lb. Rope, Hempen (50 feet) 1 10 lb.


EP 0 Quarterstaff 1 4 lb. Smith's Tools 1 8 lb.

Crossbow, Light 1 5 lb.


GP 5 Crossbow Bolts 20 1.5 lb.

Backpack 1 5 lb.
PP 0 Crowbar 1 5 lb.

Hammer 1 3 lb.
WEIGHT CARRIED

155.5 lb. Piton 10 2.5 lb.

ENCUMBERED Rations (1 day) 10 20 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

0 lb. Clothes, Traveler's 1 4 lb.

PUSH/DRAG/LIFT Potion of Healing 1 0.5 lb.

0 lb. Thieves' Tools 1 1 lb.

EQUIPMENT

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Artificer 5 Tedthebear7
CLASS & LEVEL PLAYER NAME
Dirk
Warforged Clan Crafter (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

You gain a +1 bonus to Armor Class. To don or doff


armor other than a shield takes 1 hour, and you must
be proficient with the armor.
While you live, your incorporated armor can’t be
removed from your body against your will.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Male 22 Medium 6'5" 300
GENDER AGE SIZE HEIGHT WEIGHT
Dirk Neutral Good Green
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I don’t part with my money easily and


will haggle tirelessly to get the best
deal possible.

PERSONALITY TRAITS

People. I’m committed to the people I care


about, not to ideals. (Neutral)

IDEALS

The workshop where I learned my


trade is the most important place in
the world to me.
BONDS

I’m horribly jealous of anyone who


can outshine my handiwork.
Everywhere I go, I’m surrounded by
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

After being gravely injured during the war, I was Enhance weapon on the thunder gauntlets, add +1
taken in by dwarves and repaired. I remember to attack roll and damage
nothing from before the war so as I was healing, I
learned to create armor myself from them. In order
to never lose another battle, I continue my search Magical Tinkers: 2 balls of light, 1 stink bomb, 1 ball
for knowledge to become the living incarnate of of roaring
the best armor in the world.

CHARACTER BACKSTORY ADDITIONAL NOTES

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INT 15 +7
Artificer
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Mage Hand Artificer -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

O Guidance <C> Artificer -- 1A Touch V,S Concentration, up to 1 minute PHB 248 D: 1m, V/S

=== 1st LEVEL === 4 Slots OOOO

O Feather Fall Artificer -- 1R 60 ft. V,M 1 minute PHB 239 D: 1m, V/M

O Cure Wounds Artificer -- 1A Touch V,S Instantaneous PHB 230 V/S

O Detect Magic [R]<C> Artificer -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Absorb Elements Artificer -- 1R Self S 1 round EE 150 D: 1Rnd, S

P Magic Missile Artificer (Always Prepared) -- 1A 120 ft. V,S Instantaneous PHB 257 V/S

P Thunderwave Artificer (Always Prepared) CON 15 1A Self/15 ft. Cube V,S Instantaneous PHB 282 15 ft. Cube, V/S

O Alarm [R] Artificer -- 11m 30 ft. V,S,M 8 hours PHB 211 D: 8h, V/S/M

O Disguise Self Artificer -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

O Expeditious Retreat <C> Artificer -- 1BA Self V,S Concentration, up to 10 minutes PHB 238 D: 10m, V/S

O Faerie Fire <C> Artificer DEX 15 1A 60 ft./20 ft. Cube V Concentration, up to 1 minute PHB 239 D: 1m, 20 ft. Cube, V

O False Life Artificer -- 1A Self V,S,M 1 hour PHB 239 D: 1h, V/S/M

O Grease Artificer DEX 15 1A 60 ft./10 ft. Square V,S,M 1 minute PHB 246 D: 1m, 10 ft. Square, V/S/M

O Identify [R] Artificer -- 11m Touch V,S,M Instantaneous PHB 252 V/S/M

O Jump Artificer -- 1A Touch V,S,M 1 minute PHB 254 D: 1m, V/S/M

O Longstrider Artificer -- 1A Touch V,S,M 1 hour PHB 256 D: 1h, V/S/M

O Purify Food and Drink [R] Artificer -- 1A + 10m 10 ft./5 ft. Sphere V,S Instantaneous PHB 270 5 ft. Sphere, V/S

O Sanctuary Artificer WIS 15 1BA 30 ft. V,S,M 1 minute PHB 272 D: 1m, V/S/M

O Catapult Artificer DEX 15 1A 60 ft. S Instantaneous EE 150 S

=== 2nd LEVEL === 2 Slots OO

O Aid Artificer -- 1A 30 ft. V,S,M 8 hours PHB 211 D: 8h, V/S/M

P Shatter Artificer (Always Prepared) CON 15 1A 60 ft./10 ft. Sphere V,S,M Instantaneous PHB 275 10 ft. Sphere, V/S/M

P Mirror Image Artificer (Always Prepared) -- 1A Self V,S 1 minute PHB 260 D: 1m, V/S

O Alter Self <C> Artificer -- 1A Self V,S Concentration, up to 1 hour PHB 211 D: 1h, V/S

O Arcane Lock Artificer -- 1A Touch V,S,M Until dispelled PHB 215 D: Until Dispelled, V/S/M

O Blur <C> Artificer -- 1A Self V Concentration, up to 1 minute PHB 219 D: 1m, V

O Continual Flame Artificer -- 1A Touch V,S,M Until dispelled PHB 227 D: Until Dispelled, V/S/M

O Darkvision Artificer -- 1A Touch V,S,M 8 hours PHB 230 D: 8h, V/S/M

O Enhance Ability <C> Artificer -- 1A Touch V,S,M Concentration, up to 1 hour PHB 237 D: 1h, V/S/M

O Enlarge/Reduce <C> Artificer CON 15 1A 30 ft. V,S,M Concentration, up to 1 minute PHB 237 D: 1m, V/S/M

O Heat Metal <C> Artificer -- 1A 60 ft. V,S,M Concentration, up to 1 minute PHB 250 D: 1m, V/S/M

O Invisibility <C> Artificer -- 1A Touch V,S,M Concentration, up to 1 hour PHB 254 D: 1h, V/S/M

O Lesser Restoration Artificer -- 1A Touch V,S Instantaneous PHB 255 V/S

O Levitate <C> Artificer CON 15 1A 60 ft. V,S,M Concentration, up to 10 minutes PHB 255 D: 10m, V/S/M

O Magic Mouth [R] Artificer -- 11m 30 ft. V,S,M Until dispelled PHB 257 D: Until Dispelled, V/S/M

O Magic Weapon <C> Artificer -- 1BA Touch V,S Concentration, up to 1 hour PHB 257 D: 1h, V/S

O Protection from Poison Artificer -- 1A Touch V,S 1 hour PHB 270 D: 1h, V/S

O Rope Trick Artificer -- 1A Touch V,S,M 1 hour PHB 272 D: 1h, V/S/M

O See Invisibility Artificer -- 1A Self V,S,M 1 hour PHB 274 D: 1h, V/S/M

O Spider Climb <C> Artificer -- 1A Touch V,S,M Concentration, up to 1 hour PHB 277 D: 1h, V/S/M

O Web <C> Artificer DEX 15 1A 60 ft./20 ft. Cube V,S,M Concentration, up to 1 hour PHB 287 D: 1h, 20 ft. Cube, V/S/M

O Pyrotechnics Artificer CON 15 1A 60 ft./5 ft. Cube V,S Instantaneous EE 163 5 ft. Cube, V/S

O Skywrite [R]<C> Artificer -- 1A + 10m Sight V,S Concentration, up to 1 hour EE 165 D: 1h, V/S

SPELLS

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